From 25c5eac5e6ca1035db1eddd7bea9ac78531da57e Mon Sep 17 00:00:00 2001 From: David Thompson Date: Thu, 28 Dec 2023 11:23:49 -0500 Subject: Delete manuals! Good riddance! These are hosted on files.dthompson.us now! --- manuals/sly/Time.html | 105 -------------------------------------------------- 1 file changed, 105 deletions(-) delete mode 100644 manuals/sly/Time.html (limited to 'manuals/sly/Time.html') diff --git a/manuals/sly/Time.html b/manuals/sly/Time.html deleted file mode 100644 index ca2986d..0000000 --- a/manuals/sly/Time.html +++ /dev/null @@ -1,105 +0,0 @@ - - - - - -Sly: Time - - - - - - - - - - - - - - - - - - - - -
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4.3 Time

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In the context of Sly, time is not the seconds that are passing in the -real world, but the virtual clock that is ticking within the game -loop. This manual refers to a “tick” as the smallest unit of time. -There are a user-defined amount of ticks in a real world second, but -by default it is 60. -

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Sly includes several useful modules for working with time. Coroutines -are procedures that can be paused and resumed, agendas are procedure -schedulers, and signals built atop both agendas and coroutines to -provide a high-level functional reactive programming API. -

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For most use-cases, the signal module should be used exclusively, but -the agenda and coroutine modules are useful for building new -high-level abstractions. -

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